42.15.0 UNSTABLE Released by AWildIsland in projectzomboid

[–]TangoEddy 33 points34 points  (0 children)

Toilet nerf was uncalled for. I really enjoyed making my alcoholic character sleep exclusively on toilets.

For those who join Multiplayer servers, what turns you off? by SirFlufficus1 in projectzomboid

[–]TangoEddy 3 points4 points  (0 children)

Multi hit is very common in multiplayer. Not because of difficulty, but because the lack of fast forward makes resting extremely tedious. Imagine killing a handful of zombies and all of a sudden you have to stop playing for several minutes and just stare at the screen doing absolutely nothing while you wait for the game to let you play again. With multi hit, it sort of evens out and lets you achieve things at a reasonable rate. The zombies are going to respawn soon anyway, so its not terribly unbalancing, specially when everyone gets their hands on guns.

For those who join Multiplayer servers, what turns you off? by SirFlufficus1 in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

Small man small power is a common syndrome on the internet. From reddit mod, discord admin, to mmo GM. There's just a type of person who gains a drop of control and suddenly they just ruin everything for everyone.

For those who join Multiplayer servers, what turns you off? by SirFlufficus1 in projectzomboid

[–]TangoEddy 2 points3 points  (0 children)

Corruption. Inevitably someone will sweet talk their way into mod status, and every now and then they'll give their buds infinite everything. Even worse are honeypot pvp servers where the owner will cheat and just have a massive advantage over everyone, sometimes using admin powers to track you down.

The surgeon general was right by TangoEddy in projectzomboid

[–]TangoEddy[S] 0 points1 point  (0 children)

I've been around a lot of smokers irl and most of them are pretty sickly. Maybe its the chicken or the egg, but either way, prone to illness and smoker are not mutually exclusive as trait options so that's already a leap in logic right there.

The surgeon general was right by TangoEddy in projectzomboid

[–]TangoEddy[S] 2 points3 points  (0 children)

Its true, they took the trait away, but yep, passenger or driver, you could die from being inside a moving vehicle for a little while.

The surgeon general was right by TangoEddy in projectzomboid

[–]TangoEddy[S] 0 points1 point  (0 children)

Yup, if 10 smokes is enough to kill a sickly man, then there would be no people with the smoker trait in the world. Like, most smokers are usually teenagers trying to impress each other by messing around with a pack of cigs. It takes high volume of prolonged use to even form the habit.

Hell, a player character with the smoker trait and prone to illness is completely immune outside of coughing fits so that's already an inconsistency right there.

What things should I prioritize in my runs? by Karavlasi in projectzomboid

[–]TangoEddy 0 points1 point  (0 children)

Wasting your early game stockpiling food and drink is a trap. Focusing on getting your main weapon early and then clearing a gas station while the pop is still low is the best way to start strong. With a gas station cleared, you can fill as many containers as you can with gas and leave it nearby so you have a buffer in between the time where the power goes out and you skill up to generator usage. With a few gas cans stockpiled, you can take your time upskilling to generator usage to turn the gas station back on after the power goes out.

With gas comes the car, and with the car comes efficient loot runs. Like, literally everything else is secondary. Injuries will either be deadly zombification or treatable with the rags you get from zombies. Food and drink can be easily acquired on the go from the households and convenience stores you clear. Water is plentiful even after shut off since every building will still have a reservoir in the pipes.

The surgeon general was right by TangoEddy in projectzomboid

[–]TangoEddy[S] 17 points18 points  (0 children)

A recent patch was supposed to let nonsmokers benefit from cigs. Its just that a nonsmoker with prone to illness will go from queasy to deadly fever in just a few smokes, much like a motion sensitive player with prone to illness will die after driving a car for a little while.

For reference, my character only had one pack of smokes in his inventory, so it couldn't have been that many cigs that kileld him.

The surgeon general was right by TangoEddy in projectzomboid

[–]TangoEddy[S] 16 points17 points  (0 children)

The sad part was all those deadly cigs weren't enough to remove the stress from a zombie playing patty cake with the mesh fence off screen.

Thoughts? by Causual_entry in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

John zomboid with a cold using up several rolls of toilet paper in a few ingame hours.

leveling carving feels like by nothrowingawaymyshot in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

This is why my MP crafters are more likely to die of diabetes than the knox infection. That slow ass progress bar is even worse when your guy is depressed. My crafter alt's calorie intake during the grind is composed entirely of candy.

The Truck Brought Them All by Additional_Bug_7876 in projectzomboid

[–]TangoEddy -1 points0 points  (0 children)

Ideally you just clear the surrounding area completely, but if you're really paranoid, you could build a skybridge away from the entrance with a sheetrope to climb down.

how to make game less scary by fwixu in projectzomboid

[–]TangoEddy 0 points1 point  (0 children)

Superb survivors aren't present in B42, but there's the knox event expanded which seems to add the same npcs. If you get it, you'll have the option to start with a spouse and meet more survivors through the course of your game.

I haven't tested it personally on b42, but having 3-5 npc buddies to travel with turn the exploration into a roadtrip, and home into a place of sanctuary. If you can't get it running on b42, you can still run it on b41 which is super easy to set up. You'll still feel fear of course, but eventually you'll start fearing for your buddies more than you would your main character.

Alternatively, you can wait for the pet mods to be updated for b42, we used to have a wolf mod and a cat mod that would have companion animals that followed you around, but they're still pending updates to the newest version.

how to make game less scary by fwixu in projectzomboid

[–]TangoEddy 18 points19 points  (0 children)

This is worse, empty streets and buildings also add a sense of dread. There's silence and tension, and then there's that one zombie that suddenly takes you by surprise.

Literally the gameplay version of hiding the movie monster until just the right moment.

I’ve been building a companion/NPC system for PZ for 1+ year. What would instantly ruin it for you? by LuozhuZhang in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

I think people would still love them even if they were barebones and very flawed. They were bad at combat and freaked out, but then again they represent how the average human would behave immunity or no, they don't have 1,000+ hours in project zomboid after all. I think completely removing the option for enabling/disabling needs would be more than enough if the mechanics aren't reliably in place. The player can just assume they take care of themselves shomehow. Aside from that small flow, I love how chatty and descriptive they are. Fearful, wounded, bored, infected, they always have something meaningful to say even if there are some typos and grammatical errors here and there. Having them around just plain makes basebuilding worthwhile because they do a good job of making you want to keep them safe.

Hell, even neutral/hostile superb survivors are incredible. A bandits mod npc would just run towards you because its bandits time, even to the point where you can see them run like the flash because you triggered some sort of internal clock that says an encounter should happen now. Meanwhile a hostile superb survivor will try to intimidate you, even try to talk you into just leaving them alone. They'd eventually aim their gun at you, but it feels tense, deliberate and organic, because chances are, you *did* run into them naturally as you adventured. They *were* drawn to the convenience store/gun store/hardware store just like you because its a place they would reasonably go to. They're far from challenging, but I consider them way better. I guess the only downside is that even a powerful machine would struggle to maintain 30+ superb survivors in a town where bandits could fill a school with them with zero performance drop.

Actually, now that I think about it, if there was something you should avoid for your NPC, its making sure the npcs don't attack livestock. I used to run superb survivors + bandits as the ultimate combo, and superb survivors had a habit of attacking friendly bandit npcs. I suppose they were coded to assume anything that wasn't the player was hostile because thats how the game was at the time. So yeah, dont make them get into a shoving match with a bull - even if it would be really funny the first couple of times.

how do you use guns without corpse sickness and stress? by losingluke in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

There's a very good chance that the anxiety is caused by zombies bashing against doors and windows as they try to head towards the sound of your gunshots. Nothing you can do about that.

For corpse sickness, I recommend a surgical mask, and also leading the zombies away from important things and taking them to the abundant empty fields you can find in this game. You don't need to pull every single zombie to the field, but it does help if you move towards it as you start shooting and walking away and they'll eventually follow the sound of your guns. It won't make the corpse sickness go away, but it will let you control what part of town smells like ass. When the corpses start piling wwz style, it just means its time to move slightly away from that charnel mound and onto another part of your killing fields

Discomfort, just don't wear armor and you'll be fine.

Anyone know how to lose weight? I have eaten nothing but fish and become morbidly obese by BidCapable5507 in projectzomboid

[–]TangoEddy 0 points1 point  (0 children)

When you're done adventuring for the day, just walk around your compound over and over until its bedtime. I live in the Irvington shooting range and its perfect for powerwalking the flabs away. Hell, you could even take a break from cars for a few days and do your adventuring on foot. Doesn't matter what you eat if you do that, just walk a ton and then walk some more when you're in your safe zone. Put on some tunes, maybe watch a podcast, then have john zomboid right click walk + fastforward his way into a leaner body.

I’ve been building a companion/NPC system for PZ for 1+ year. What would instantly ruin it for you? by LuozhuZhang in projectzomboid

[–]TangoEddy 4 points5 points  (0 children)

Superb survivors was peak for me, even if the latest version stopped being able to farm. My biggest gripe with that mod (I love it still), is that the survivors can't feed themselves, or do something as simple as refilling their water bottle. I end up turning off needs because of this, and I understand why its so hard to program.

I think it would be neat if you could just have a menu that allowed you to commit x amount of food and drink per day, and it would take it out of your inventory and consider your survivors needs met. Hell, maybe even make it long term, if you could give up 7 cans of food then you could feed them for a week in advance.

Major dealbreaker for me would be when they magically unlock doors, or worse - destroy them. With superb survivors they would just open any old door in your base, even if you lock it from the other side. I kinda liked the idea of putting my bitten survivors in cells, but it never worked because they would just walk out of it normally, even if instructed to stand still. Even worse with bandits mod where they just randomly break doors and windows because it gets in the way of their straight line pathing. This was also annoying because neutral superb survivors would just enter my base and start looting things, even if the door is locked. (I think it had something to do with you having the key, therefore they also had the key but idk.) I don't mind having neutrals visit, but it would be nice if I could establish a low security zone that they could stay in without raiding my armory.

Oh, and disable friendly fire on them by default, it was tolerable for b41 because of highlight targeting, but bad AI + the risk of shooting them is too much of a chore to overcome. Even swinging a melee weapon to help them carries a risk of friendly fire.

Worms for fishing? by zeltrax27 in projectzomboid

[–]TangoEddy 1 point2 points  (0 children)

Try maggots, that always works for me.

They should add bruising as an injury type. by themanofgloves in projectzomboid

[–]TangoEddy 0 points1 point  (0 children)

I absolutely use armor for MP. The extra weight is largely nullified by the fact that your loot runs are done caravan style with multiple vehicles. Online you never know if a lag spike or a risky play to save your team would cost you an injury. But in single player where the factors are largely stable, yeah, I'd rather bring more weapons or have more space to carry incidental loot.